Reduce duplication in LaunchEngineLoop of the assignment of the related variable PRIVATE_GIsRunningCommandlet, so that it is easier to verify that PRIVATE_GIsRunningCookCommandlet is set correctly.
#rb Josh.Adams
#rnx
#preflight 62559088cd5ed4dd0916725f
[CL 19721177 by Matt Peters in ue5-main branch]
[FYI] bob.tellez
Original CL Desc
-----------------------------------------------------------------
#UE Fix missing module in commandlets when loading assets referencing WorldPartitionHLODUtilities. This is fixed in a different way in UE5Main, so this is just a temp fix until we get newer code
#ROBOMERGE-AUTHOR: bob.tellez
#ROBOMERGE-SOURCE: CL 19513128 via CL 19564226 via CL 19564252
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v937-19513599)
[CL 19566409 by bob tellez in ue5-main branch]
#ROBOMERGE-AUTHOR: bob.tellez
#ROBOMERGE-SOURCE: CL 19513128 via CL 19513265 via CL 19513451
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v937-19513599)
[CL 19515868 by bob tellez in ue5-main branch]
Request a deferred engine shutdown instead of forcing it from the logging code which will deadlock on most or all platforms.
-testexit is used when BuildCookRun is launched with both -run and -unattended.
#jira none
#rb carlmagnus.nordin
#rnx
#preflight 6239c9930820efd0949884b9
[CL 19465645 by PJ Kack in ue5-main branch]
Required for platforms where forwarding the GetFilenameOnDisk call to the lower level filesystem will modify the path to a platform specific path.
#rb carlmagnus.nordin
#rnx
#preflight 621c82bac17bc6b9c8ee2f47
[CL 19171220 by PJ Kack in ue5-main branch]
#rb louisphilippe.seguin, robert.millar
#tests automatic and manual FramePro captures of Squads games on Linux in WSL2 and cloud hardware (m5.4)
#ROBOMERGE-AUTHOR: ilya.loshchinin
#ROBOMERGE-SOURCE: CL 19091015 via CL 19094278 via CL 19095759 via CL 19101834
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v921-19075845)
[CL 19141844 by ilya loshchinin in ue5-main branch]
Allow more flexibility of the Metal RHICopyToResolveTarget to include compatable texture view pixelformats. Fixes validation error when resolving between sRGB and RGB formats.
FMetalContext: don't assert then go into the weeds on macOS when there are no render targets.
#jira UE-140658, UE-120222
#preflight 61fd124b2839dd07cb98d771
[REVIEW] [at]will.damon, [at]Guillaume.Abadie
#rb will.damon, Guillaume.Abadie
#lockdown cristina.riveron
#rnx
#ROBOMERGE-AUTHOR: richard.wallis
#ROBOMERGE-SOURCE: CL 18864871 in //UE5/Release-5.0/... via CL 18864881 via CL 18865081
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v910-18824042)
[CL 18865102 by richard wallis in ue5-main branch]
The DDC thread pool is a temporary workaround for issues with high-latency cache accesses happening on regular worker thread, which are reduced in number in 5.0 compared to 4.27. Moving it to be private within DDC will keep it easy to remove once the high-latency caches are accessed through an async API.
#rb Zousar.Shaker
#rnx
#preflight 61e5b194873f2ea48f3e0b02
#ROBOMERGE-AUTHOR: devin.doucette
#ROBOMERGE-SOURCE: CL 18634975 in //UE5/Release-5.0/... via CL 18634980 via CL 18634997
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v899-18417669)
[CL 18637555 by devin doucette in ue5-main branch]
- there's currently no clean way to execute something right after all modules have loaded via their official loading phases (after OnEnginePostInit still more modules get loaded so that is too early)
#rb ben.marsh, pj.kack
#preflight 61d4cb38db0309127dfe8c89
#ROBOMERGE-AUTHOR: markus.breyer
#ROBOMERGE-SOURCE: CL 18519975 via CL 18521667 via CL 18522220 via CL 18522339 via CL 18523513 via CL 18523540
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v899-18417669)
[CL 18523587 by markus breyer in ue5-release-engine-test branch]
Refactor csvExecCmds to move the initialization logic into the CSV profiler itself. The execution still needs to happen in the engine, but this is now done during normal frame processing.
Fix a bug when processing csv execcmds with colons, e.g file paths
#ROBOMERGE-OWNER: ben.woodhouse
#ROBOMERGE-AUTHOR: ben.woodhouse
#ROBOMERGE-SOURCE: CL 18442929 via CL 18442943 via CL 18442951 via CL 18445402 via CL 18445577
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v897-18405271)
[CL 18445604 by ben woodhouse in ue5-release-engine-test branch]
#rb Rex.Hill
#preflight 61afd961b12ed60581970759
#ROBOMERGE-AUTHOR: dave.belanger
#ROBOMERGE-SOURCE: CL 18402195 via CL 18402211 via CL 18402217 via CL 18402218 via CL 18434836 via CL 18437272
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v897-18405271)
[CL 18437329 by dave belanger in ue5-release-engine-test branch]
Staged builds are explicitly assigned a project id via the persistent UECommandline.txt file. This works on mobile/consoles, but isn't implemented for Windows/Linux/Mac, so staged builds for those platforms don't have a persistent assignment of project id and instead rely on the launch by the editor including the appropriate commandlines.
Unstaged builds on Windows/Mac/Linux now determine project id independently after they have determined the project file path. This happens after the project file has been determined and has had case corrected. This ensures it is different/unique for multiple blueprint projects that share the same executable.
Fix a bug where second cook in editor to zen would stall because the queue thinks all additions are finished due to a boolean that isn't reset.
#rb devin.doucette
#rb per.larsson
#preflight 61b39a35a2562c8b1c40f81e
#ROBOMERGE-AUTHOR: zousar.shaker
#ROBOMERGE-SOURCE: CL 18432317 in //UE5/Release-5.0/... via CL 18435404
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v897-18405271)
[CL 18435895 by zousar shaker in ue5-release-engine-test branch]